#Recroom authority physics question
1 messages · Page 1 of 1 (latest)
This is intended
The reason for this is because I have a realistic helicopter system, but if supported with additional seats with people sitting in them, then it would pass the authority onto the person who technically collided with the seat
So that’s a bummer
Clamped objects will always have the same authority as the object they’re clamped to(pretty sure there’s a few bugs to make this not be the case, but in the future this won’t be supported)
It would be nice to have a Lock Authority chip
That would help a lot for stuff like this
it would be better if they released the set object authority chip, out of beta
I’ll just hold onto the helicopter system until recroom decides to unsupported
Speaking of which where did you get this information?
So eventually colliding with the seats won’t change the authority ?
No it always will
Lol
Atleast until this happens
I pray
Since it works so well
It’s technically a realistic helicopter
Dynamically
Can you still use it but just have the auth of the helicopter run it?
No that’s not how it works.
Basically it’s physical
As soon as anyone touches any one of the seats it technically switches the authority
To their end
Yeah and you’d send an event to the object auth if the local player isn’t, this would be slightly delayed though and may not even be possible due to NET limitations
However a bug did occur where the authority would actually “Lock” but it couldn’t be changed subjectively
Overall I’ll just have to make a new system (Which is easy) just sad that I can’t make something this cool possible just because of a tiny problem
I have seen people make velocity based aircraft like that they would put two little blocks in front of every seat set up to an animation and every player would grab them then the driver would get in and that seemed to work well it seemed to stop passing the authority to other though the moment someone dropped one it went to crap fast